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An introductory adventure for the Scarred Lands
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Original Design:Rich Thomas
Developer:Scott Holden
Contributor:Matt Franklin
Art Director:Rich Thomas
Typesetting and Design:Mike Chaney
Cover:Rich Thomas
Interior Art: James Denton, Brian Leblanc, Todd Secord,
Rich Thomas, John Wilson
Cartography:John Wilson
Gauntlet of Spiragosis 2014 Onyx Path and Nocturnal Publishing, LLC. All rights reserved. Reference to other copyrighted
material in no way constitutes a challenge to the respective copyright holders of that material. Scarred Lands, Onyx Path,
Nocturnal Publishing, and their associated logos are trademarks of Onyx Path and Nocturnal Publishing.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. See
http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee
compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility
License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Open Gaming Content: The Open Content in this issue includes the new monsters, new magic items, and all material in
the appendix. All other material is Product Identity, especially place names, character names, locations, story elements, and
fiction. No other portion of this work may be reproduced in any form without permission.
www.theonyxpath.com
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Introduction 4
Synopsis 4
Background 5Preparation 5Involving the PCs 5
Creagfort 5
New Settlement Quality 6Getting Started:Mysterious Map 6
Map? What Map? 6What Do the PCsAlready Know? 8
General Knowledge 8From the Map 9
Chapter One:
Toward the Devils March 10Encounter #1:The Charming Songstress 10
Combat 12Encounter #2: Knives in the Dark 13
Combat 13Encounter #3: Ravenous Hounds 13
The Devils March 15
A Potential Foe 17
Combat 18
Chapter Two:The Chasm of Flies 19
Vertical Adventuring 20
What Did That Thing Say? 20Optional Encounter:Spider-Eye Goblin Scout 21
Combat 21The Upper Chasm 23
Climbing Down 23Spiragoss Remains 23
The Columns 24Encounter #1:Agitated Chasm Spiders 25
Restless Dead 25
Combat 26Encounter #2:Spider-Eye Goblin Defense 26The Iron Walls 26
The Fastness 27Guard Posts 28Getting Down 29
Chapter Three: The Iron Cavern 30
Goblin Defense 30
Great Goblin Mound 31Second Wave 32
Combat 32
Chapter Four: The Iron Tunnels 34Tunnel One: Goblin Barracks 34Tunnel Two: Warriors Quarters 35Tunnel Three: Goblin Shrine 35Tunnel Four: Spider Hatchery 37Tunnel Five: Matriarchs Maze 37
Champions Chamber 37Matriarchs Quarters 38
Combat 39Victory 39Give Them a Hand 40The Necromancer 41
Overstaying the Welcome 41Leaving the Chasm 42
Appendix 43
Spider-Eye Goblin 43
Spider-Eye Goblin Lore 43Behavior 44
Optional Rule: Variant Adepts 44
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Gauntlet of Spiragos is an adventure designed for 3rd-
level characters, although it can easily be modified
for characters of 1st to 5th level by increasing or decreasing
enemy hit points and perhaps also the number of enemies;
you might also increase or decrease the difficulty DC of the
skill-based and terrain-based challenges, or perhaps make
it difficult for the PCs to rest, thus imposing the effects of
fatigue or exhaustion on them. Assuming a moderate rate of
character advancement, a party of four 3rd-level characters
should reach 4th level by the end of this adventure.
Gauntlet of Spiragos may serve as a stand-alone adventure,
the starting place for a series of adventures, or as an anomalous
quest tucked between the chapters of an established campaign.
For more powerful PCs (those starting at 6th level or higher),
the GM will probably need to replace the spider-eye goblins
and spiders with more powerful creatures, such as narleths
and deadlier types of giant spider, as well as possibly adding
more foes and raising difficulty DCs of terrain challenges.
To assist in expanding the story, we have raised the possibility
of including a rogue necromancer who continually harasses
the party after a certain point in the adventure. At any point
where such an enemys involvement might not interrupt the
flow of the overall narrative, and could lead to some interesting
challenges, notes have been provided.
Synopsis
The characters obtain a treasure map with an eight-armed
symbol, strange writing, and the drawing of a chasm with
spiders and flies in it. As well, three unique items, actually
titanic artifacts, are illustrated upon it: a gauntlet, a ring, and
a dagger. Whether through their own research, or simply being
informed by a knowledgeable NPC, the players decipher the
meaning of the map and then travel through the wilderness to
the Devils March. The location indicated on the map is called
the Chasm of Flies, so named because, for several generations
after the Titanswar, huge clouds of enormous black, biting flies
swarmed in and out of the rift in the ground. Eventually, they
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attracted giant spiders, which grew fat feeding on the flies, and
the chasm became a place of webs and cocoons.
In the chasm, the PCs are confronted with physical and
terrain challengesledges, dangling strands of clinging
gossamer, cracks and crevices, with enormous webs at various
places blocking line of sight (and also stopping some falls)aswell as spider-eye goblins and various giant spiders. They must
find the tunnel which houses the tribal goblin matriarch,
along with the goblins treasure, where they must defeat the
ruler and her champion. While the players will never be able
to gain the gauntlet, which they eventuallydiscover houses
the entire complex, they can find the ring and the dagger
reduced to usable sizes, along with various treasures taken
by the goblins from raid victims and ill-fated adventurers.
Background
Powerful artifacts of the titans have been discovered by atribe of spider-eye goblins, who reside in a dangerous cavernous
lair called the Chasm of Flies. The Chasm is actually a crater
created when Spiragos, an eight-armed lesser titan known as the
Ambusher, fought and was slain by Vangal the Ravager; during
the battle, a lunge from Spiragos missed its mark, slamming its
hand into the earth nearly to the elbow. Vangal then hacked
that arm off so that the hand, forearm, and gauntlet were left
embedded in the terrain. As time went on, the titan flesh
rotted and attracted flies, which grew unnaturally large and
in turn attracted giant spiders.
Spiragos was wielding a dagger in the lost arm and also
bore a ring on one of the fingers. These powerful magic itemsgradually atrophied and constricted in the absence of the
titans powerful essence, and they have since been recovered
by the inhabitants of the chasm, a tribe of spider-eye goblins.
The gauntlet, still occupied by the skeletal remains of the
titan, has retained its enormity and remains in the hole as
the metal-walled fortress of the goblins.
The bones themselves, which were not consumed by the
ravenous monster flies, serve as primary structural supports
of the spider-eye goblins lair. In some places, they have been
hollowed out and used as passageways as well. The spider-eye
goblins and their giant spider mounts and allies patrol and
ambush invaders in the upper areas above the wrist. Below
the wrist lie the living quarters of the goblins.
Preparation
Text that appears in a shaded field should be read aloud
or paraphrased to the players as it occurs. The Game Master
needs a copy of the Pathfinder Roleplaying Game Core Rulebook
and the Pathfinder Roleplaying Game: GameMastery Guide to
use this adventure.
Unshaded text boxes or sidebars contain pertinent
information for the GM alone. Monster and NPC statistics
are provided with each encounter or, where appropriate (to
avoid repetition), the relevant stats from elsewhere in this
adventure may be referenced.
Involving the PCs
The adventure as written assumes that the PCs have somehow
come into possession of an old map, possibly from a previous
adventure or encounter or perhaps inherited by one of the
characters. See the section entitled Map? What Map? for
further suggestions on getting the map into the hands of the
players. The markings on the map bear investigation, which
prompts the adventure.
Creagfort
While not absolutely necessary, this adventure assumesthe PCs will set off from Creagfort, the northernmost
civilized settlement in the Bronze Hills of the northern
Fangsfall Peninsula, a few dozen miles south of the border
between the Hills and the Devils March. Hewn into the sloped
side of a tall crag, the fort comprises a small concentric keep,
with a stout curtain wall encircling the settlement, all built
around a lucrative copper mine. The approach from any side,
other than the winding road leading up to the forts main
gates, is a treacherous climb.
Creagfort is commanded by Lady Elyn Barathos, a cleric
of Corean knighted by Lord Killian Vrail. Her assignment
is to protect Fangsfalls interests in the copper mines of theregion and to patrol against titanspawn incursions. She is
served by a garrison of the Fangsfall Army, about 60 soldiers
(each a warrior 2-4), led by Captain Zedaias Black. The rest of
the fort is populated by support personnel for the soldiers
and by the miners and their families.
Given that Creagfort is somewhat removed from its
patron city, and does not lie along the coast, the rampant
overpopulation by refugees flooding Fangsfall is not so
keenly felt here. Further, the imposing landscape, constructed
fortifications, and army garrison deter neer-do-wells and
vagrants uninterested in honest labor. There is thus an
appreciable degree of civility in general, especially in and
around the central keep, where representatives of merchant
guilds and independent miners gravitate to oversee their own
regional interests.
Luxury, on the other hand, is rare in the extreme. Creagforts
primary reason for being is to serve as headquarters for a
brigade of the Fangsfall Army tasked with policing a broad,
rugged region. Beholden to Corean as the forces of Lord
Vrail already are, having a cleric of that deity commanding
INTRODUCTIO
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CREAGFORT
LN village
Corruption -1; Crime +1; Economy +2; Law +4; Lore +0;Society -2
Qualitiesdefensible*, fortifiedDanger+0
DEMOGRAPHICS
Governmentmilitary*
Population145 (112 human, 33 other)
NOTABLE NPCS
Fort CommanderLady Elyn Barathos (LG female humancleric 8)
Fangsfall Army CaptainZedaias Black (LN malehuman fighter 6)
Copper Mine ForemanGramdul Stoneheim (N maledwarf expert 6)
MARKETPLACE
Base Value1,000 gp; Purchase Limit5,000 gp;Spellcasting4th
Minor Items2d4; Medium Items1d4; Major Items
* See Cityscapes: New Settlement Options for thePathfinder RPG.
them has a noticeable effect on their bearing and behavior;
Corean is said to hold compassion as the greater virtue over
strict adherence to legal code, but any visitor who tarries too
far from the path of the Paladin Champion risks a none-too-
gentle nudge in a more desirable direction.
Player characters who seek to cause trouble or even actquestionably would be well served to arrange their arrival
under the banner of an individual or group with political
or business ties to the area. Alternately, PCs familiar with
Fangsfall history or who are devoted to Enkili may benefit
from frequent and earnest devotions to that unofficial deity
of the area. Finally, unsavory characters with no reason for
staying in Creagsfort or who are not aware of the religious
politics of the area are best advised to get in, keep their heads
down, and move along quickly. By contrast, characters of a
particularly noble mien may be welcomed to the area. Most
likely, though, they will simply be ignored and remain free
to conduct their own affairs.
If they have not found it previously, while they are in
Creagfort, the players should somehow acquire the map to
the Chasm of Flies, about 60 miles north-northeast of the
New Settlement QualityFortified: Whether as a result of geographic location orman-made defenses, this place is secure against armedintrusion.Economy +1;Law +1; Society +1; treat settlement as onesize larger for base value, purchase limit, and spellcasting.
fort via rocky, inhospitable terrain, where the Bronze Hills
fade into the sickly plains of the Devils March.
Getting Started:Mysterious Map
The players have come into possession of a torn and stained
parchment, upon which are scrawled a series of symbols
that seems to indicate the route to a cleft or chasm in the
Devils March. The symbols include an eight-armed rune,
strange writing, and the drawing of a chasm with spiders
and flies within it. Three magic items are also drawn on the
map: a gauntlet, a ring and a nasty looking dagger. Any of
the player characters can attempt skill checks to glean all six
items of information from the parchment.
Map? What Map?
How the PCs get hold of the map is entirely up to you.
Barring events tied to a larger story, it could be that the PCs
simply bought the map from a scholar or at an antiquitiesshop. It is also possible that they receive the map directly
from Lady Barathos or Captain Black as part of an official
request. As rugged and as broad the Bronze Hills are, the
Fangsfall Army might welcome help in clearing out errant
titanspawn threats.
Lady Barathos is a busy woman, and it may be more likely
that the Captain would handle business of this nature. If there
is some need for the PCs to be granted an audience with the
commander herself, consider the possibility that the spider-eye
goblins have been emboldened by raids on random caravans;
they have been making concerted guerilla attacks on mining
operations in the Bronze Hills looking for a suitable cavernto establish a second colony.
On the other hand, perhaps Fangsfall is dealing with an
increase in hostilities from Dunahnae to the north and cant
spare forces for such a relatively minor threat. For a bit of
additional intrigue, Lady Barathos might claim such a reason,
while in actuality she is dealing with political circumstances
that prevent her from officially dispatching soldiers under the
Fangsfall banner out beyond the borders of the Bronze Hills.
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PCs who come on business could instead be given the map by
Copper Mine foreman Gramdul Stoneheim as an afterthought
once said business has been conducted. After all, the map speaks
of a Chasm of Flies, which implies a deep hole in the earth,
and what dwarf wouldnt want to know whats down there? Of
course, the characters may need to finagle more informationout of Stoneheim than he means to share. Is he commissioning
freelance adventurers as a cover for Lady Barathos? Does he know
more about the nature of Spiragos treasures than hes letting
on? And if so, how did he come to possess such knowledge?
Alternately, the map could be discovered on the body of a
thiefs victim after the PCs interrupt a mugging just outside
the garrison walls (or on the body of said thief if the characters
manage to dispatch the wretch). Perhaps the map is slid under
their door as they sleep in the local inn, supplied by a mysterious
cabal whose secret wish is to have the artifacts of Spiragosreturned to the world. This set of circumstances could easily be
bundled with either of the official business scenarios above,
or wrapped into something else of the GMs devising.
Ultimately, the specific means
by which the player characters
come into possession of the map
should take the general behavior
of the party into consideration. In
short, the method of the maps
introduction is very flexible: It
can be part of world-buildingby the GM, or simply a one-off
adventure.
What Do thePCsAlready Know?
Characters trained in
Linguistics or in certain
types of Knowledge might also
have a chance of knowing some
bits and pieces of lore aboutSpiragos, the Devils March, and
the Chasm of Flies.
General Knowledge
Before starting the adventure,
wi th or wi thout the map,
characters who are trained in
the following skill(s) may make
checks to determine what, if
anything, they know about the
Fangsfall region and the Devils
March to the north.
A chara ct er re ce ives all
information from lower DCs
as well; i.e., if a character gets
a result of 17 on a Knowledge
(history) check, she learns all of
the information for both DC 10
and DC 15.
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Knowledge (History or Religion)
DC 10: During the Divine War that ended nearly two
centuries ago, the gods Tanil, Denev, and Corean captured
the titan Gaurak the Devourer and plucked his monstrous
teeth from his maw before entombing him. The titanic fangs
crashed down, some as large as mountains, across what is
now called the Fangsfall Peninsula; one of the jagged incisors
smashed into the ground near the tiny city of Lambport.
The people there took to quarrying the fine, hard minerals
of the titans tooth in order to build their houses and their
city wall. They dubbed their city Fangsfall in honor of the
gods defeat of Gaurak.
DC15:The Devils March was the site of a great battle in
the Divine War, in which the forces of the titanic Hag-Queen,
Mormo, and her Asaathi Empire fought against a great
human army. In desperation, the generals of the decimated
and embattled human forces performed a necromantic TrueRitual. All of the dead from both sides of the conflict rose
up, shattering the asaatthi armies and wounding Mormo
herself. The summoned undead were not all destroyed, and
some continue to roam the March to this day.
DC 20:While humans and asaatthi made up the bulk of
the opposing armies, many other races, including demons
and other infernal creatures, were also summoned en masse
particularly by asaatthi sorcerers. The land is thus now poisoned
by necromantic energies, titan blood, and demonic influence.
Knowledge (Geography or Nature)
DC 10:The Devils March is not inhabited by any of thedivine races. Twisted varieties of goblins and other titanspawn
dwell there, primarily. But the region is also known for many
undead creatures, and even, it is said, the devils and other
infernal beings that give it its name.
DC 15:The March is a blighted area that cannot support
life. Foraging for food and water there may prove very difficult
as a result. Travelers there should stock up well on provisions.
From the Map
A character who examines the mysterious map may make any
of the following checks if she is trained in the relevant skill(s).
Knowledge (Dungeoneering or History)
DC 10:The area indicated on the map is called the Chasm
of Flies because, for decades following the Titanswar, huge
clouds of black flies swarmed around the opening and into
the Chasm. As with most creatures corrupted by titan blood,
these flies grew to monstrosities, raven-sized and deadly.
DC 15:The name of the cavern has become something of a
misnomer, however, for the Chasm is now inhabited not by flies
but by all sorts of spiders, drawn to the flies as a food source.
DC 20:The Chasm was created during a fight to the death
between a lesser titan named Spiragos and the god Vangal the
Ravager. The two behemoths battled across the Devils Marchuntil, at last, Vangal was victorious in destroying Spiragos by
cutting off most of its eight arms.
Knowledge (Arcana or Religion)
DC 15:The eight armed symbol on the map is that of Spiragos,
the lesser titan of ambushes, one of the offspring of Kadum.
Spiragos attempted to ambush the warrior god Vangal, but was
slain by him in what later became known as the Devils March.
DC 20:Spiragos wielded multiple magic items wrested from
those it had ambushed. These included magical gauntlets,
rings, and weapons. The titans and gods are known to have
adjusted their body sizes to fit any given situation; the titans
generally favored enormity, but the possibility nonetheless
exists that even the enormous equipment of a titan might
shrink to accommodate a human or other smaller being.
Linguistics
DC 15:The writings are an odd, debased form of Primordial
runes that spell out, The Gauntlet of Spiragos and Found
in the Devils March.
INTRODUCTIO
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Although the length of the PCs journey can vary depending on their route
(particularly if the party sets out from somewhere other than Creagfort), it
is roughly 60 miles as the crow flies from Creagfort to the Chasm. Given the
rough terrain of the hills and the lack of roads and scarcity of even simple
game trails, the journey should take 5 to 7 days in total (assuming the
PCs dont get off track or entirely lost in the wilderness).
During the journey, the following optional encounters can take
place as indicated at the GMs discretion. Of course the GM should
feel free to introduce other encounters as necessary. Dont forget
that in the world of Scarn, and particularly on the continent ofGhelspadwhere the chaotic energies of the defeated titans still
warp the landbizarre weather effects and terrain challenges can
be as deadly as any creature encounter.
Encounter #1:The Charming Songstress
This encounter should take place 3-4 days before the PCs
reach the Devils March. As the PCs awake in the morning,
read the following to the character with the highest Charisma:
Out of the corner of your eye, you think you see movement in the brush.
You rub the sleep from your eyes and look again, briefly catching sight
of a lithe, naked form, probably female, running away through the
trees and behind a small fold in the landscape. Its behavior suggests
the figure was frightened by the presence of the party, but somehow you
get the feeling that it was intrigued by you as well.
The stranger quickly disappears in the shadows. Straining to see in the
darkness, you are not able to determine exactly where it is, but you feel
almost certain that you are once again being watched from a distance.
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DANANSHEE CR 2
XP600
NE Medium fey
Init+2; Senseslow-light vision; Perception +11DEFENSE
AC14, touch 13, flat-footed 11 (+2 Dex, +1 dodge, +1natural)
hp10 (3d6)
Fort+1, Ref+5, Will+6
OFFENSE
Spd30 ft.
Meleedagger +1 (1d4/19-20)
Special Attacksenthralling song, suggestion
Spell-like Abilities (CL 3rd; concentration +6)
Constantspeak with animals
3/daycharm animal (DC 14),magic fang
1/daysummon natures ally I, tree stride
TACTICS
Before CombatIf she expects combat and has time,the dananshee uses magic fangto buff her charmed orsummoned animal allies.
During CombatWhen she has successfully used hersuggestion ability on a creature, the dananshee usuallysends that victim to her lair, where she slays and devourshim with the aid of her animal companions. However, if she
is threatened by other creatures, she may instead direct thevictim to defend her.
STATISTICS
Str11, Dex15, Con10, Int14, Wis17, Cha16
BaseAtk+1; CMB+1; CMD14
FeatsAlertness, Dodge
SkillsAcrobatics +8, Bluff +9, Escape Artist +8,Knowledge (geography, nature) +8, Perception +11, SenseMotive +5, Stealth +8, Survival +9
LanguagesCommon, Sylvan
SPECIAL ABILITIES
Enthralling Song (Su)All creatures within 90 feet whohear a dananshees song must succeed at a DC 14 Willsave or be fascinated by her. Initiating this ability is a full-round action; the dananshee may maintain her song eachsubsequent round as a standard action. Creatures that fail
the initial save may remain fascinated for as long as thedananshee remains within 90 feet and continues to sing. Acreature that succeeds on the save against this effect cannotbe affected by that dananshees enthralling song for 24hours. This is a sonic, mind-affecting ability.
Suggestion (Su)As a swift action, the dananshee canmake a single suggestion (as the suggestionspell; Will DC15 negates) to any one creature she has already fascinatedwith her enthralling song. A creature that succeeds onthe save against this effect cannot be affected by thatdananshees suggestion for 24 hours. This is a mind-affecting ability.
If the character makes a DC 15 Knowledge (nature) check,
he recognizes the running form as that of a dryad. On a result
of 20 or higher, however, he also recalls that some dryads are
known for luring travelers to their deaths.
If the character makes a DC 20 Sense Motive check, he
realizes the running shape seemed to be trying to lure him
away from the party.
Assuming the PC seems ready to rejoin the party rather
than follow the running figure, the dananshee begins singing
in order to draw him toward her. Whether the PC follows
alone or gathers the rest of the party, read the following ifthey follow her trail:
The trees open up into a hollow in the hills; there the fleeing figure
waits, half crouched with her back to a thick tree. She appears
diminutive and vulnerable, but an evil intent is immediately
apparent in the grin she casts in your direction. Her hand, already
reaching down, ruffles what you mistook at first as a shadow. The
shadow bares its fangs, a black, shaggy-coated wolf, growling as it
pads forward. As the wolf launches itself toward you, you hear the
shriek of a hunting bird from above and behindthen the woman
steps backwards into the tree itself and disappears. A sound like
the laughter of tinkling glass disperses into the leaves.
Combat
The dananshee uses tree strideto teleport from tree to tree
and thus keep her distance from the PCs; as she does so, she
uses her suggestion ability on any PCs that appear physically
powerful. The wolf tries to flank other characters and pull
them down, while the falcon uses its slashing dive attacks to
harry lightly armored enemies.If both pets are slain, the dananshee tries to teleport away with
tree stride, if she still has any uses of that power left. Her interest
was a quick strike against a single target, not a fight to the death.
Encounter Level 4 (1,200 XP)
Dananshee (1): hp 8
Albadian wolf (1): hp 17
Scythe falcon (1): hp 9
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SCYTHE FALCON CR 1/2
XP200
N Tiny animal
Init+3; Senseslow-light vision; Perception +5DEFENSE
AC15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp9 (2d8)
Fort+3, Ref+6, Will+2
OFFENSE
Spd10 ft., fly 60 ft (average)
Meleewing slash +6 (1d6-1/18-20), 2 claws +1 (1d3-1)
Space2-1/2 ft.; Reach0 ft.
Special Attacksslashing dive, powerful charge (wingslash +8, 2d6-1/18-20)
STATISTICS
Str8, Dex17, Con11, Int2, Wis14, Cha7
BaseAtk+1; CMB+2; CMD11
FeatsWeapon Finesse
SkillsFly +8, Perception +14; Racial Modifiers+8Perception
SPECIAL ABILITIES
Slashing Dive (Ex)When flying, the scythe falconcan take a move action after making a powerful chargeattack. It provokes attacks of opportunity from thismovement as normal.
ALBADIAN WOLF CR 1
XP400
N Medium animal
Init+3; Senseslow-light vision, scent; Perception +5DEFENSE
AC14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp18 (2d8+9)
Fort+6, Ref+5, Will+1
DR5/slashing
OFFENSE
Spd50 ft.
Meleebite +3 (1d6+2 plus trip)
STATISTICS
Str15, Dex15, Con16, Int2, Wis12, Cha6
BaseAtk+1; CMB+3; CMD15 (19 vs. trip)
FeatsToughness
SkillsPerception +5, Stealth +6, Survival +1 (+5 whentracking by scent); Racial Modifiers+4 Survival whentracking by scent
Treasure: Scattered among the roots of several trees are
skeletal remains of those unfortunates the dananshee has
succeeded in luring to their deaths. The PCs can discover
500 gp worth of equipment, trade goods, and/or loose coins,
depending on their needs and the GMs discretion.
Encounter #2:Knives in the Dark
This attack should take place during a moonlit night,
sometime before the PCs reach the Devils March.
During the dead of night, the player characters can make
a DC 25 Perception check; their assailant is supernaturally
stealthy. Anyone who fails this check is surprised.
Read the following:
A faint sound disturbs an already dreamless, uncomfortable sleep.
You awake with a start, trying to see what made the noise, but the
moons are hidden by dull, gray clouds. Out of the corner of your
eye, you think you see a dark form creeping among your fellow party
members, but when you turn to see, nothing is there. Nonetheless,
a faint sense of dread washes over you. Your drowsiness gives way
to alarm as you start to rise, fumbling for your equipment. As you
lurch to your feet, you hear the unmistakable sound of a blade
being drawn.
CombatThe belsamaug uses surprise and the shadows to strike and
retreat through the scrubland. It will neither surrender nor
retreat. If the PCs somehow manage to capture or incapacitate
it, they may learn that it does not want them to reach the
Devils Marchbut it gives away no more information than that.
Encounter Level 3 (800 XP)
Belsamaug (1): hp 18
Encounter #3:
Ravenous Hounds
This encounter should take place on the first day into the
Devils March. Read the following to the players shortly
after they leave the Bronze Hills:
While this area first looked like rocky plains with stretches of
verdant, healthy grass, the rank smell of decayed flesh calls for
immediate reconsideration. The grass is patchy, with large swaths
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BELSAMAUG CR 3
XP800
NE Small outsider (goblinoid, native)
Init+2; Sensesscent, see in darkness; Perception +7DEFENSE
AC17, touch 14, flat-footed 13 (+3 armor, +2 Dex, +1dodge, +1 size)
hp22 (4d10)
Fort+1, Ref+6, Will+4
OFFENSE
Spd30 ft.
Meleedagger +7 (1d3/19-20)
Rangeddagger +7 (1d3)
Special Attackssneak attack +2d6
STATISTICS
Str11, Dex15, Con11, Int10, Wis10, Cha10
BaseAtk+4; CMB+3; CMD16
FeatsDodge, Weapon Finesse
SkillsAcrobatics +6, Escape Artist +6, Knowledge(planes) +7, Perception +7, Stealth +15, Survival +7 (+15
tracking by scent); Racial Modifiers+2 Stealth, +8 Survivalwhen tracking by scent
LanguagesCommon, Goblin
SQinvisibility, meld into earth, recall daggers
Gearmwk studded leather, 10 daggers
SPECIAL ABILITIES
Invisibility (Su)A belsamaug is invisible, as the spellimproved invisibility, in all but one circumstance: Only inareas of dim light resulting from moonlight is it visible.
Meld into Earth (Su)With the sunrise, a belsamaug meldsinto whatever earth or stone it is standing on, leaving only a Tinybasalt stone to mark the place of its passing. When moonlightagain touches the stone, it vanishes and the belsamaug risesonce again to hunt. This power is automatic (it cannot be resistedby the belsamaug), and it takes 2 full rounds for the belsamaugto meld or to rise. During this time, the belsamaug is dazed. Thisability otherwise functions as the spell meld into stone.
Should a belsamaugs basalt stone ever be destroyed, thebelsamaug is killed instantly. The stone has AC 7, hardness 8,20 hp, and break DC 26.
Recall Daggers (Su)As a move action, a belsamaugcan recall any or all of its lost, thrown, or otherwise missingdaggers to their sheathes on its person. This ability functionsas the spell instant summons.
of blighted and unnatural growth, which does indeed belie your
initial impression.
You hear the baying of hounds in the distance.
As the PCs head deeper into the March, read the following:
The charnel reek continues to assault your nostrils and seems less
a product of recent corpses than a curse arising inherently from the
ancient mounds of the dead. Half-buried in the straggling grasses
and scrub bushes are the odd bits of rusted metals too deteriorated
to still be called weapons or armor, along with the occasional ivory
flash of long-dead bone.
You still hear the baying of hounds. Sometimes you think they grow
fainter, but on the whole, they have definitely moved closer to you.
The PCs begin to enter a rockier, more broken part of the
March. Ravines and gullies are part of the landscape in every
direction, and huge, tilted rock slabs periodically rise out of
the ground. Eventually, at some point, the PCs will find that
their path unavoidably must take them through a ravine, its
sheer cliff edges rising on either side but opening wider and
growing flatter as they progress.
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The Devils Marchsoil grossly poisoned with blood and an atmosphere swimming with evil spirits, Devils March supports littlelife in what, to all appearances, seems an hospitable, grassy plain. The March marked the front line for some ofthe largest battles of the Divine War. Regardless of the conditions of the plain, though, the peoples of Ghelspad
best be wary, for it seems the titanspawn population of this region grows bolder by the day.Scarred Lands Gazetteer: Ghelspad
Devils March is all but incapable of supporting life. From a safe distance, the plain appears grassy and healthy.However, everything down to the grasses [is] blighted. Nothing that is natural exists on the March; much of whatdoes is undead. It is not until travelers are less than a days journey away that the smell begins. Virtually nodivine races call the March home, although merchants from Fangsfall sometimes traverse the westernmost portionin order to shave off both time and shipping costs..
Scarred Lands Campaign Setting: Ghelspad
The region known as the Devils March is a blighted, inhospitable place. While the scope of this adventure doesnot extend into an exploration of the March beyond a quick journey a day or two in, the GM should stress the illreputation and the hostile nature of the March.
Plant life here tends to be sparse, coarse, and naturally defensive; thorns and toxins are common. Characterstrying to forage or hunt for food or find potable water on this journey will be sorely disappointed. (In game terms,all Survival checks made to find food or water here suffer a 10 penalty; the character can find food or waterfor one other person for every 3 points by which this check exceeds 20.) For the purpose of tracking, generallytreat all areas of the March as either firm or hard ground.
Following rain storms, flash floods are also a possibility, and travel near streams or between steep walls ofstone increases the relative danger. For more information on environmental considerations, see Weather inthe Pathfinder Roleplaying Game Core Rulebook. While not required, we also recommend referring to ChapterOne: Badlands in Wilderness & Wasteland: Scarred Lands Encounters.
GHOUL HOUND CR 1
XP400
CE Medium undead
Init+2; Senseslow-light vision, darkvision 60 ft., scent;Perception +7
DEFENSE
AC15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp14 (2d8+5)
Fort+1, Ref+3, Will+5
Defensive Abilitieschannel resistance +2; Immuneundead traits
OFFENSE
Spd40 ft.
Meleebite +4 (1d6+3 plus disease and paralysis)
Special Attacksfrightful presence (howl, 60 ft., DC 12),paralysis (1d4 rds, DC 12, elves are immune)
STATISTICS
Str17, Dex15, Con, Int6, Wis14, Cha12
BaseAtk+1; CMB+4; CMD16 (20 vs. trip)
FeatsToughness
SkillsAcrobatics +3 (+11 jumping), Perception +7, Stealth+6, Survival +2 (+6 tracking by scent); Racial Modifiers+4 Acrobatics when jumping, +4 Survival when trackingby scent
SPECIAL ABILITIES
Disease (Su)A humanoid or a canine animal that dies ofghoul fever rises as a ghoul or a ghoul hound, respectively,
at the next midnight. A humanoid who becomes a ghoul inthis way retains none of the abilities it possessed in life. Itis not under the control of any other ghouls, but it hungersfor the flesh of the living and behaves like a normal ghoulin all respects. A humanoid of 4 Hit Dice or more rises asa ghast.
Ghoul Fever:Biteinjury; saveFort DC 12; onset1 day;frequency1/day; effect1d3 Con and 1d3 Dex damage;cure2 consecutive saves. The save DC is Charisma-based.
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A Potential FoeThe half-elf warrior slain by the ghoul hounds is the lastsurvivor of an adventuring band that was set upon by a
rogue necromancer. This foul wizard (who only entersinto this adventure if the GM so desires) sent a pack ofghoul hounds and a pair of acid shamblers after thehalf-elf and his party, and the hounds have since beentracking down the scattered survivors.
As mentioned, the necromancer plays no explicitpart in the rest of this adventure. To aid the GM inintegrating such an enemy, however, additionalnotes have been provided when his or her suddenappearance or influence would not interrupt the
overall flow of the story. The necromancers favoritetactic is to animate any creatures the party has killed
and send them against the PCs once more. (Simplyapply the zombie or skeleton template to any suchcreatures, as needed.)
Be judicious with this extra threat, of course; the partymight be overwhelmed by effectively having to fightevery creature they encounter twice from this pointforward. Remember also that the necromancer has nodirect connection to the Chasm of Flies or to the spider-eye goblin tribe inhabiting it, and he or she would be justas unwelcome there as the player characters themselves.
NECROMANCER CR 5XP1,600
Female or male human necromancer 6
CE Medium humanoid (human)
Init+1; SensesPerception +5
DEFENSE
AC12, touch 12, flat-footed 12 (+1 deflection, +1 Dex)
hp35 (6d6+12)
Fort+4, Ref+3, Will+5
OFFENSE
Spd30 ft.
Meleemwk dagger +4 (1d4/19-20)Rangeddart +4 (1d4)
Special Attackspower over undead 4/day (DC 14,command undead only)
Necromancer Spell-Like Abilities(CL 6th;concentration +10)
6/daybolster(+2 bonus)
Necromancer Spells Prepared(CL 6th; concentration+10)
3rdgaseous form, lesser animate dead (x2),ray ofexhaustionN(DC 18)
2ndblindness/deafnessN
(DC 17), blur,detect thoughts(DC 15), silent charm person(DC 14)
1stcause fearN(DC 16), color spray (DC 14), ray ofenfeeblement (DC 16), sleep (DC 14)
0 (at will)detect magic, light,resistance, touch offatigue(DC 15)
Nnecromancy (undead) school, bonus spell;Opposition Schools:conjuration, evocation
STATISTICS
Str10, Dex13, Con14, Int17, Wis10, Cha10
BaseAtk+3; CMB+3; CMD15
FeatsCommand UndeadB, Greater Spell Focus(necromancy)B, Scribe ScrollB, Silent Spell, Spell Focus
(necromancy)B, Still Spell, Weapon Focus (ray)SkillsKnowledge (arcana, history, religion) +13,Intimidate +7, Linguistics +8, Perception +5, Spellcraft+12, Stealth +7
LanguagesAbyssal, Common, Goblin, Infernal, Zathisk
Combat Gear5 darts, potion of cure light wounds,scroll of false life, 3 onyx gems (100 gp each); OtherGearmwk dagger, ring of protection +1, spellcomponent pouch, scholars outfit (black robes)
Spellbook All prepared, plus 0all cantrips exceptthose from evocation and transmutation schools;1stalarm, unseen servant, vanish; 2nddarkvision,invisibility; 3rdundead anatomy I
Read aloud:
The tiniest sound echoes off the walls of the ravine. Your
imagination, unsettled by the ever-present hints of necrosis
throughout the March, fills your head with all sorts of sinister
possibilities regarding the source of those sounds.
Suddenly, ahead of you, a battered and bleeding humanoid
form lurches through a gap between some shattered boulders and
scrambles toward your party. A noise somewhere between a call
for help and the raving of a lunatic bleats from its throat. As
it flails desperately up the sloped ravine wall in your direction,
you realize it is a man, but a man in dire straitstorn, bloody,
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and staggering. Dry bones crunch and scatter across its path.
You realize with a start that the gravel littering the floor of the
ravine is actually pulverized bone and animal detritus.
As you watch, aghast, from perhaps a hundred feet away, roiling
blisters fester, burst, and reform on the poor mans flesh. The
noises he makes are little more than wet, choking gasps, and yourealize that part of his face has melted away, as if eaten by acid,
leaving a mask of blood and raw tissue.
Then, seemingly from nowhere, two great hounds leap from the
rocks to either side and smash the man to the ground, quickly
ripping whats left of him in pieces with violent jerks of their
thick necks. Fortunately, you have the impression that there was
no kinder fate your party could have offered him at this point.
The hounds look balefully up at you as they crouch over their prey,
bits of gore spilling from their diseased jowls. You feel yourself being
sized up as they coldly, mechanically chew their kill. Now, given a
moment to reflect, you can see the glint of bone jutting from obviously
undead flesh. They raise their heads and howl in discordant unison.
Combat
The ghoul hounds soon leap to the attack if the PCs do
not attack them first. They fight until destroyed.
Encounter Level 3 (800 XP)
Ghoul hounds (2): hp 14, 13
Treasure:At the GMs discretion, the body of the slain man,
actually a half-elf warrior, can possess any sort of minor item
the party may need; if one or more PCs have been infected by
ghoul fever, consider having them find a potion of cure disease
or two on the body.
Any attempt to identify the unfortunate man is simply
unsuccessful: the damage is too severe. The ragged state of
any equipment on him that wasnt mangled by the hounds
suggests he lost his gear in a panicked flight and has been
fleeing through the Devils March for at least a day or two.
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The Chasm of Flies is a ragged slash cut into a torn and
rocky area of outthrust tors and low hills. During Spiragos
attack on Vangal, the Ambusher miscalculated an opportunity
for a killing stroke, and struck violently at Vangal with one
of its eight limbs. The force of the blow was such that, when
Vangal dodged aside, the dagger smashed into the earth and
Spiragos arm sank in up to its elbow.
As Spiragos struggled against the earths grip, Vangal slashed
through its forearm and rained several punishing blows down
upon the crippled lesser titan. The tide of the battle was thus
turned in the favor of the Ravager, and the Ambusher was
driven across the March. Spiragos hand was thus left buried
deep in the hole it had carved through the living rock, and
Vangal, caring nothing for the spoils of war, moved swiftly
on to further acts of carnage.
As the flesh of the titan grew foul and turned to rot, flies
feasting upon it gave rise to colonies, breeding millions of
their maggots in the cool, dark chasm. Over the next several
decades, though no other area of the March offered sufficient
nourishment to sustain even a flys life, the putrid titan flesh
warped and perverted the insects into ravenous, hawk-sized
creatures.
Even the flesh of the titanic arm could offer only a limited
supply of sustenance, however. In time, the buzzing denizens
of the chasm found themselves suddenly without a viable food
source. Within a relatively brief period of time, something
akin to natural order began to reassert itself. Although no
common arachnid would have survived one hour against the
beastly flies, grown fat on titanic essence, a breed of giant
spiders moved in and the flies gradually lost ground to the
superior predators. In nearly as few decades as it had taken
to clean away the flesh of Spriagos, the flies themselves were
devoured or driven off.
Other than occasional wanderers or headstrong adventurers
seeking artifacts of the Divine War, no sentient living creature
laid eyes upon the bottom of the Chasm of Flies for nearly
a full century after the fall of Spiragos. So it remained until
a small group of spider-eye goblins descended from a tribe
loyal to Spiragos found the chasm; they tamed, or, at least
overpowered the giant arachnids that dwelt there. These
goblins made their new home in the chasm and now use it as
a base for their raids into the more civilized lands to the south.
Several generations of the goblins have now occupied the
chasm by the time the party arrives, each generation fortifying
the entrance to their stronghold in Spiragoss gauntlet with
rubble and traps.
Read to the players this description of the upper area:
As you work your way around a great tor of broken boulders and
slabs of rock, you see before you an enormous rift torn in the earth.
Surely this is the so-called Chasm of Flies. Two tattered rope bridges
sag across the gaping expanse, while a third hangs from one end
into the chasm below. As you approach the ledge, an acrid updraft
wafts skyward from the depths. Peering down into it, you can see
ragged stone walls that drop away into the shadows below. You
can just make out tattered swaths of massive spider webs hanging
from the walls or stretching across the chasm in layers further down.
At this point, or as the PCs examine the chasm, each may
make a Perception check: Read all applicable results to the
player of the character with the highest result.
the chasm of i
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DC 9:From what you can see in the first 30 or 40 feet, the
rock walls look very rough and pitted, with crevices, holes, and
chimneys that might aid in climbing. Of course, those holes
could also hide enemies or dangerous creatures of various sizes.
DC 13:A rank odor arises from the chasm, but there isalso a hint of cooking fires wafting up from below. One of
the intact rope bridges is composed, at least in part, of thick
strands of spider silk; it looks like you can traverse the thing
without fear of getting stuck.
DC 17:Some of the swaths of webbing below seem to move
against the more general air currents; something other than the
wind appears to be moving them. Just poking through the webs,
perhaps 15 or 20 feet below, you see what may be the tops of
large stone columns or perhaps massive stalagmites jutting up
from deeper in the chasm. You glimpse a brief whiff of smoke
wafting upward around one of them, but it quickly dissipates.
DC 21:But for the wind, the place is dead silent. For a
moment, though, you are certain you heard a skittering
sound, as if some great clawed or spined legs were scrabbling
against stone.
Vertical Adventuring
The Chasm is an unusual place to explore in that its
primarily a vertical space. This situation provides unique
challenges to the PCs, as detailed below, but also for the GM
and players as all parties try to orient themselves on the map.
Weve provided both a standard, top-down map of several
cross-sections of the Chasm and also side view maps to help
place the characters and their challenges.
Both players and GM alike are advised to review theAcrobatics and Climb skills and all rules for climbing,
balancing, hanging, swinging, and so on, and also the rules
for fighting while undertaking these actions.
Be aware that falling down the Chasm is actually much
less hazardous than it might sound, since anyone falling will
almost certainly be caught, eventually, by spider web sheeting.
However, not also that characters caught in this manner are
likely to alert the Chasm inhabitants, or at least the spiders
who built the webs.
What Did That Thing Say?
The spider-eye goblins speak a debased dialect of Goblin,
blended with a smattering of Titanspeech and some crude
words from the Common (Ledean) tongue. Their speech is
also punctuated with odd clicks and hisses. In combat, they
have evolved a clicking and chittering battle language, but
also enjoy taunting their opponents in their nasty version of
Common phrases and insults.
Interacting with the spider-eye goblins (whether fighting with
them, fleeing from them, watching them flee, or whatever else
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may occur) might allow the GM to divulge tactical information
to characters who understand the language. This also allows
for the possibility of expanding on the lore of the place if
any player characters wear markings of certain gods or call
upon those deities for their blessings while within earshot
of an opponent.In particular, Chasm inhabitants hate Vangal outright, for it
was he who maimed and then eventually slew Spiragos. They
might also loathe Belsameth, who fatally wounded Spiragos
commanding titan, Kadum. Only advanced loremasters would
be able to discuss intelligently the titanic genealogy of the
spider-eye goblin, but the physiological similarity to Spiragos
and the fact that the titan effectively created their dwelling
is an obvious connection.
As noted in the appendix under the description of spider-
eye goblins, any PC who is trained in Knowledge (nature) can
make a DC 15 skill check to learn that spider-eye goblins aregenerally known to worship the goddess of vengeance, Sethris.
Or at least it has been that way since the end of the Divine
War. Closely tied to spiders and arachnid symbology as she
is, this makes sense.
Later on, however, the party will discover evidence to suggest
that this particular tribe worships Spiragos itself, and not
Sethris. Is it possible that these goblins actually sprang from
Spiragos himself, or were twisted into their current form by
him during the long centuries before the Titanswar? A lone
goblin tribe shifting from a living goddess to a long-dead
lesser titan might have some major religious ramifications.
Further, how likely is it that Sethris would respond to
invocations or repentant appeals from her prodigal sons and
daughters? Would the party benefit from invoking that cruel
goddess herself while interacting with the goblins below? These
are questions mainly for the party to debate amongst itself, if
indeed they are keen enough to pick up on the information
as it becomes relevant.
The decision to draw upon and develop the theological
considerations of the goblin tribe in a mechanical way is, as
always, up to the individual GM.
Optional Encounter:Spider-Eye Goblin Scout
If the GM desires, as the party first surveys the Chasm, they
can be confronted by a spider-eye goblin warrior mounted
on a giant spider. The warrior is heading out to scout the
surrounding countryside.
As noted further into this chapter, goblins and spiders can
also attack at virtually any point during the PCs descent.
SPIDEREYE GOBLIN WARRIOR CR 1
XP400
NE Small monstrous humanoid (goblinoid)
Male or female spider-eye goblin warrior 1Init+2; Sensesall-around vision, darkvision 60 ft.;Perception +8
DEFENSE
AC15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1size)
hp13 (2d10+2)
Fort+3, Ref+4, Will+2
Defensive Abilitiesall-around vision
OFFENSE
Spd30 ft., climb 20 ft.
Melee4 claws +5 (1d3+1), bite +5 (1d3+1 plus poison)
Rangedjavelin +5 (1d4+1)STATISTICS
Str13, Dex14, Con12, Int6, Wis11, Cha7
BaseAtk+2; CMB+2; CMD14 (16 vs. trip)
FeatsWeapon Finesse
SkillsClimb +13, Perception +8, Ride +8, Stealth +12;Racial Modifiers+4 Perception, +2 Ride, +2 Stealth
LanguagesGoblin
Gear4 javelins
SPECIAL ABILITIES
Poison (Ex)Biteinjury; saveFort DC 12; frequency1/round for 4 rounds; effect1d2 Dex; cure1 save.
Combat
The spider-eye goblin and its steed use the terrain to great
advantage, attacking from above and then climbing up beyond
reach whenever possible.
If it is clearly outclassed or should its mount be killed, the
warrior attempts to flee and hide until it can creep back down
to its tribe below and warn them. Strangely, it does not call
out to alert its comrades immediately upon engaging or being
engaged by the players, nor will it make any more noise than
absolutely necessary when fleeing. Creatures here seem to
have elevated stealth and ambush attacks from mere tactics
and strategy to almost reverent virtues.
Encounter Level 3 (XP 800)
Spider-eye goblin warrior (1): hp 12
Giant wolf spider (1): hp 17
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Spiragoss RemainsIt is up to the GM when to reveal the fact that the columnsare Spiragoss bones, and ultimately that the spider-eyegoblin fastness is actually inside the titans sunken gauntlet.
The descriptions here are worded so that the mystery ofjust what these structures are can be maintained until thevery end of the adventure, if desired. At this point, thebones are literally all thats left of Spiragos, and any titanblood or marrow was devoured by flies, carved awayby goblins, or simply dried up long ago.
If the GM wishes, however, it could be that small pocketsof ichor still exist somewhere deep inside the Chasm. Thismight add a bit of flavor when setting the scene for aparticular encounter, or it could offer devious players achance to acquire valuable and dangerous titans blood(see Relics & Rituals,page 208). The hazards that doingso would bring down upon their heads is, of course, left
to the GM to decide.
now form narrow passageways that the spider-eye goblins use
to travel up and down.
As the PCs approach the iron walls of Spiragoss gauntlet,
roughly 100 feet down into the Chasm, unless the goblins
below have been alerted to the intruders presence, the thin
smoke of cooking fires wafting up from below should become
readily apparent.
Climbing Down
The difficulty for standard Climb checks in the Upper
Chasm begins at DC 10 for the first 50 feet, then increases to
DC 15 for the second 50 feet, as the holes and rough patches
in the walls grow further apart.
Characters climbing down using a rope tied off above can
do so with a DC 5 check.
The GM should adjudicate the relative difficulty of any
other methods of descent.
As the players begin their descent, however they go about
it, read this:
The light from above, diffused by layers of thick webbing, dimly
reveals two immense columns that angle down deeper into the
shadows of the Chasm. You think perhaps they might be petrified
tree trunks, although they are truly massive: about 25 feet in cross-
section! Webs are strung everywhere, running from these massive
columns across to the walls of the Chasm.
Here and there you spot swollen, bulbous masses of silk dotting the
great tangled webs. The exposed, rusted corner of a battleaxe poking
GIANT WOLF SPIDER CR 1
XP400
N Medium vermin
Init+3; Sensesdarkvision 60 ft., tremorsense 60 ft.;Perception +4
DEFENSE
AC14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp16 (3d8+3)
Fort+4, Ref+4, Will+1
Immunevermin traits
OFFENSE
Spd30 ft., climb 30 ft.
Meleebite +2 (1d6 plus poison)
STATISTICS
Str11, Dex17, Con12, Int, Wis10, Cha2
BaseAtk+2; CMB+2; CMD15 (27 vs. trip)
SkillsAcrobatics +11 (+19 jumping), Climb +16,Perception +4, Stealth +7 (+11 when stationary); RacialModifiers+8 Acrobatics (+16 jumping), +16 Climb, +4Perception, +4 Stealth (+8 when stationary)
SPECIAL ABILITIES
Poison (Ex)Biteinjury; saveFort DC 14; frequency1/round for 4 rounds; effect1d2 Str; cure1 save.
The Upper Chasm
Except during the day time in the very upper reachesthe
first 30 feet or sothe Chasm is dimly lit at all times;
the billowing sheets of webbing stretch across, blocking the
sunlight from above. In any case, given the high walls of the
chasm, sunlight shines down directly only at noon. During
any time of day other than for a few hours around high noon,
treat the entire shaft as being dimly lit.
The walls are less rough and cracked as one descends than
they were right near the chasms upper edge, yet the rock
walls in this section (i.e., before reaching the upper edge of
Spiragoss gauntlet) contain more large holes and crevices
at random. Climbing should thus become suitably harderwithout ropes and other climbing gear. Running at an angle
down deeper into the Chasm are two massive stone columns
roughly 25 feet thick.
While the players will not realize it unless they have sufficient
knowledge or insight to do so, these columns are actually
the severed forearm bones of Spiragos. The bones, which
continue down through the wrist, hand, and fingers below,
were hollowed out after the Chasm flies had been purged or
driven out and the giant spiders had been mastered. They
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out from one such bundle bears testament to the remains of ill-fated
wanderers who came before you. Well outside your reach and long
decayed, their names and deeds are forever lost to history. You consider
a silent prayer that the webs choking this place hold less tightly to lost
souls than to bodies. It then occurs to you that the departed could
not have progressed much farther than you already have.
Following one web with your eyes, you notice that the nature of
the walls has changed as well. They are smoother and probably
harder to climb, with large holes and crevices appearing randomly.
The surface of the columns looks to be pitted and may be easier
to traverse.
The Columns
As the PCs descend, if they are within 20 feet of one of the
massive columns, they may each make a DC 15 Perception
check to notice one or more openings in the columns that looklarge enough for a Small creature to fit through. These openings
have been carved out of Spiragoss stony bones, allowing the
goblins to enter and exit them, using the bone shafts as tunnels
to climb unnoticed up and down the chasm.
Any time the GM decides goblins are moving up or down
the bones when the PCs are within 20 feet of such an opening,
allow each character a DC 20 Perception check to notice
movement from within one of the holes.
The holes in the walls are used by chasm spiders as nests.
The spiders wont attack unless their nests are invaded or a PC
spends at least 2 full rounds on the same stretch of webbing
outside a nest. Depending on how frequently these holes
are encountered, and how hungry or aggressive the spiders
are, the players may find themselves unable to stop and rest.
Note too that if the players are unable to rest for a significant
period of time, the rigors of the descent may eventually make
them exhausted or fatigued (see Pathfinder Roleplaying Game
Core Rulebook, Conditions).
If at any point a PC enters one of the columns, read this:
The surface of these stone columns is rough and pitted. It seems
likely that they would provide easy hand and footholds naturally,
but the insides consist of tunnels bored through a petrified poroussubstance. What you once thought might be the mineralized forms
of ancient tree trunks now appears to be a material not unlike
sea coral. Tightly woven webs have been draped along some of
the passageways, but you can divine no readily apparent purpose
for them.
Within each of the columns lurks a grim puppeteer spider
that serves as a sort of guard dog for the spider-eye goblins;
while not fully tamed or trained by the goblins, they do dwell
GRIM PUPPETEER CR 3
XP800
N Medium magical beast
Init+3; Sensesdarkvision 60 ft., low-light vision,tremorsense 60 ft.; Perception +10
DEFENSE
AC15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp26 (4d10+4)
Fort+5, Ref+7, Will+3
OFFENSE
Spd30 ft., climb 30 ft.
Meleebite +6 (1d6+2 plus poison)
Special Attacksgrim puppetry, web (+7 ranged, DC15, hp 8)
STATISTICS
Str15, Dex17, Con12, Int6, Wis15, Cha11BaseAtk+4; CMB+6; CMD19 (31 vs. trip)
FeatsAbility Focus (web), Skill Focus (Bluff)
SkillsBluff +9, Climb +18, Perception +10, Stealth +11(+15 in webs); Racial Modifiers+4 Bluff, +16 Climb, +4Perception, +4 Stealth (+8 in webs)
SPECIAL ABILITIES
Grim Puppetry (Ex)The grim puppeteer uses its webstrands to manipulate the bodies of its slain victims asif they were marionettes; in addition, the puppeteer iscapable of mimicking non-verbal human and animalsounds to complete the illusion. A character viewing thispuppetry may make a Sense Motive check opposed to
the grim puppeteers Bluff check to determine that thereis something unnatural about the puppets movement orsounds.
Grim puppeteers use corpses in cunning and appropriateways: a female humanoids corpse may be used to lure ayoung male hunter of the same species, or a jungle catsfavorite prey animal may be dangled to get the felinewithin range of the puppeteers thrown web. The grimpuppeteer knows instinctively how to best use its puppetto fool a passerby, so an animal corpse will appear lame,an easy target for a hunter or predator; or a humanoidbody might make moan as if in pain and make vaguegestures, or perhaps it might appear to hide furtivelybehind the puppeteers tree.
Poison (Ex)Biteinjury; saveFort DC 15; frequency1/round for 5 rounds; effect1d3 Str; cure2 saves. The saveDC is Constitution-based; the grim puppeteer receives a+2 racial bonus to this DC.
in harmony here. The grim puppeteers use the corpse or the
skeleton of a fallen adventurer as a puppet to attempt to fool
the PCs into believing there is a living member of the divine
races cringing in fear just around the corner. Once the players
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Restless DeadIf the rogue necromancer responsible for the ghoul houndsback at the ravine has become a factor in this campaign,and if he or she is still alive, the GM may consider
reanimating some of the dead goblin warriors or giantspiders to harass or simply unsettle the party. This is onlyrecommended for higher-level PCs, and even then onlyif they are finding the challenges already laid out to besomewhat lacking.
Aside from goblins, skeletal warriors might suddenlycut themselves free from the webs, drop all around theparty, and then rise to the attack with ancient, rustedweaponsor they might simply remain stuck in theirwrappings, writhing and rattling, bemoaning their fatesand grasping futilely in the direction of a random PC.
For added suspense, perhaps a member of the party issuddenly clutched by a bound, hanging skeleton, whobeseeches the character for help in a faint, reedy whisperthat attracts the attention of nearby chasm spiders, orworse. (Assume that only one of the skeletons handsis free and thus grant the PC a +5 bonus to escape thegrapple.) The skeleton itself is unlikely to inflict any actualdamage, as it remains encumbered by the webbing.
There is no particular benefit in attempting to free theremains of fallen adventurers from the webs. In alllikelihood, at worst, they would only tumble down, getup, and attack the party as mentioned above. Everythingthat resides in the Chasm of Flies for an extended periodof time cannot help but be influenced by the essence of theAmbusher. Any valuables would have been scavenged
by the goblins long ago.Again, all of this is entirely optional, as the roguenecromancer need not necessarily appear in theadventure at all.
have been fooled, the grim puppeteer focuses all its efforts
against whichever PC first attempts to assist the puppet.
If the rogue necromancer has been persecuting the party
(see Restless Dead above), characters might believe the
puppeteers corpses to be animated undead. If so, run with it
and let them find out the hard way what is really going on here.Grim puppeteers (1 per column): hp 26 each
Encounter #1:Agitated Chasm Spiders
Once the PCs are about half-way through the upper chasm
and into the webbing layersroughly 50 to 60 feet down
from the surfacethey must each make a DC 10 Stealth check
CHASM SPIDER CR 1/2
XP200
N Small vermin
Init+2; Sensesdarkvision 60 ft., tremorsense 60 ft.;Perception +4
DEFENSE
AC14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp11 (2d8+2)
Fort+4, Ref+2, Will+0
Immunevermin traits
OFFENSE
Spd30 ft., climb 20 ft.
Meleebite +2 (1d4 plus poison)
Special Attacksweb (+5 ranged, DC 12, hp 2)
STATISTICS
Str10, Dex17, Con12, Int, Wis10, Cha2
BaseAtk+1; CMB+0; CMD12 (24 vs. trip)
SkillsClimb +16, Perception +4 (+8 in webs), Stealth+10 (+14 in webs); Racial Modifiers+16 Climb, +4Perception, +4 Stealth (+8 in webs)
SPECIAL ABILITIES
Poison (Ex)Biteinjury; saveFort DC 14; frequency1/round for 4 rounds; effect1d2 Str; cure1 save.
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in addition to any Climb checks (as appropriate) to move
through the webs carefully. If a character fails this check, but
not by 5 or more, then the spiders in the area are alerted to
the PCs presence, but they do not yet move to attack.
If any character fails by 5 or more, the spiders scuttle forth
to attack.
Combat
Chasm spiders swarm toward the least stealthy PC(s), using
their climb speed to outmaneuver climbing or balancing PCs
and to attack from multiple directions.
Unlike the larger mounted giant wolf spiders, these creatures
do not seem terribly involved in the lives of the spider-eye goblins.
While they serve as a convenient security system, they are naturally
reclusive, silent, and either wild or feral. Thus, there is no fear
of a desperate chasm spider running away to alert the goblins.
They are only interested in eating and defending their nests.
Encounter Level 3 (XP 1,000)
Chasm spiders (5): hp 16, 13, 11, 7, 5
Encounter #2:Spider-Eye Goblin Defense
The agitation of the chasm spiders never goes entirely
unnoticed by the spider-eye goblins below on the
guard post level (see The Fastness in the next
section).
Once the characters reach this pointjust
above the top edge of the iron gauntlet, roughly
80 or 90 feet into the chasmthe disturbance
prompts several spider-eye goblin
defenders led by a mounted goblin
raidmaster to circle upward and
attack the PCs.
Encounter Level 5 (1,800
XP)
Raidmaster (1): hp 19
Spider-eye goblins (4): hp 10,6, 6, 4
Giant wolf spider (1): hp 21
The Iron Walls
When the PCs have
descended just a little
over 100 feet into the chasm,
the material of the walls changes very
suddenly from natural stone to a dark grey, barely glinting metallic
surface. It is almost entirely devoid of pock marks or blemishes and
as hard as iron.
Climbing here, due to the sheer nature of the walls, is
much more difficult. The base Climb DC is 20, although
characters using ropes or climbing along the sticky webs willhave an easier time, with a Climb DC 5 (although the latter
may find themselves moving extremely slowly as they get stuck
repeatedly and have to pull themselves free).
Because the walls here are of iron, it is almost impossible
to benefit from using climbing pitons, and thus ropes must
be attached above the top edge of Spiragoss gauntlet.
The Fastness
Having now descended to roughly 100 feet, well beyond where
the mouth of the Chasm is obscured by webbing above, the
PCs are now surrounded by almost complete darkness. Light isvisible above, but it makes no difference here, where it is almost
impossible for a human to see her own hand in front of her face.
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RAIDMASTER CR 2
XP600
NE Small monstrous humanoid (goblinoid)
Male spider-eye goblin ranger 2Init+2; Sensesall-around vision, darkvision 60 ft.;Perception +9
DEFENSE
AC17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2natural, +1 size)
hp19 (3d10+3)
Fort+4, Ref+7, Will+2
Defensive Abilitiesall-around vision
OFFENSE
Spd30 ft., climb 20 ft.
Melee4 claws +7 (1d3+1), bite +6 (1d3+1 plus poison)
Rangedjavelin +6 (1d4+1)Special Attacksfavored enemy +2 (human)
STATISTICS
Str13, Dex14, Con12, Int7, Wis11, Cha6
BaseAtk+3; CMB+3; CMD15 (17 vs. trip)
FeatsMounted CombatB, Weapon Finesse, WeaponFocus (claw)
SkillsAcrobatics +7, Climb +13, Perception +9, Ride +9,Stealth +12, Survival +5 (+6 tracking); Racial Modifiers+4 Perception, +2 Ride, +2 Stealth
LanguagesGoblin
SQtrack +1, wild empathy +1 (vermin, not animals)
Gearleather armor, 2 javelinsSPECIAL ABILITIES
Poison (Ex)Biteinjury; saveFort DC 12; frequency1/round for 4 rounds; effect1d2 Dex; cure1 save.
SPIDEREYE GOBLIN CR 1/2
XP200
NE Small monstrous humanoid (goblinoid)
Init+2; Sensesall-around vision, darkvision 60 ft.;Perception +8
DEFENSE
AC15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1size)
hp5 (1d10)
Fort+0, Ref+4, Will+2
Defensive Abilitiesall-around vision
OFFENSE
Spd30 ft., climb 20 ft.
Melee4 claws +4 (1d3), bite +4 (1d3 plus poison)
Rangeddart +4 (1d3)
STATISTICSStr11, Dex14, Con10, Int8, Wis11, Cha9
BaseAtk+1; CMB+0; CMD12 (14 vs. trip)
FeatsWeapon Finesse
SkillsAcrobatics +3, Climb +8, Perception +8, Ride +4,Stealth +8, Survival +4; Racial Modifiers+4 Perception,+2 Ride, +2 Stealth
LanguagesGoblin
Gear4 darts
SPECIAL ABILITIES
Poison (Ex)Biteinjury; saveFort DC 10; frequency1/round for 4 rounds; effect1d2 Dex; cure1 save.
Once the party passes the metal rim lining the stone wall
above, the diameter of the place also seems a little reduced,
being somewhat wider open above. The strange stony columns
still descend through this entire area; here, they have been
used by the spider-eye goblins as struts for a series of crude
wooden structures built out over the edge of the metal rim
running in a perfect line around the chasm.Extending across the area and thus connecting the small
wooden buildings are makeshift platforms and ramparts that
close off the lowest reaches. As elsewhere, spider silk strands and
spider webbing has been used to glue the supports and planks
to the metal walls and seal the gaps in the woodwork. Thus, only
the interior of the columns allows access to the deeper areas.
This is the entrance to the spider-eye goblins fastness.
Because of the multiple wooden structures, support ropes,
webs, and web sheeting, the PCs are unable to see the extent of
the metal funnel extending for another 130 feet or so below.
When the PCs reach the wooden platforms, read the following:
The chasm grows narrower as you descend. Through the thick sheets
of webbing, you note the glint of metal along the tightening walls;
a metallic tang fills your nostrils, and every sound seems to echo
dully from below, as if from the inside of a church bell.
Just below, a network of roughly hewn logs and scavenged bits of
wood radiates out from the stone columns, forming what can only bedescribed as a tremendous platform filling the chasm belowalthough
calling it a platform is perhaps generous. The wood is lashed together
crudely with ropes spun from spider silk, and here and there pieces
of wagons and other worked wood, small boulders, rope ladders, and
sheets of spider webbing have been added in no particularly organized
fashion, block the view and hindering access to the areas below.
Once youve read the description above, allow each PC to make
a DC 15 Perception check to notice movement on the lattice of
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logs below. If any character gets a 20 or higher on this check, he
or she also notices a tiny, rough wooden structure connected to
the platform against the nearest chasm wall; inside, the character
notices movement of some small creature, probably a goblin.
Guard PostsThere are actually eight such buildings around the
circumference of the chasm, located about every 60 feet along
the outer edge of the gauntlets iron rim. These are the goblins
upper guard posts. Because of the webs strewn throughout
the area, it is virtually impossible to see more than one guard
post at a time visibility here, even with a bright light source, is
effectively about 30 feet, maximum. Anything beyond 15 feet
has concealment.
Each guard post contains 1d3-1 spider-eye goblins, with a
total of 9 goblins in all. (If the PCs encounter and defeat all
nine of them, then the rest of the guard posts are empty.)
The rest of the tribe dwells below, in the lower caverns.
Encounter Level (Varies) (1800 XP total)
Spider-eye goblins (9 total): hp 5 each
GIANT WOLF SPIDER CR 1
XP400
N Medium vermin
Init+3; Sensesdarkvision 60 ft., tremorsense 60 ft.;Perception +4
DEFENSE
AC14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp16 (3d8+3)
Fort+4, Ref+4, Will+1
Immunevermin traits
OFFENSE
Spd30 ft., climb 30 ft.
Meleebite +2 (1d6 plus poison)
STATISTICS
Str11, Dex17, Con12, Int, Wis10, Cha2
BaseAtk+2; CMB+2; CMD15 (27 vs. trip)SkillsAcrobatics +11 (+19 jumping), Climb +16,Perception +4, Stealth +7 (+11 when stationary); Racial
Modifiers+8 Acrobatics (+16 jumping), +16 Climb,+4 Perception, +4 Stealth (+8 when stationary)
SPECIAL ABILITIES
Poison (Ex)Biteinjury; saveFort DC 14; frequency1/round for 4 rounds; effect1d2 Str; cure1 save.
Getting Down
There are two ways the PCs can get down past this level,assuming they either sneak past or slay the goblin guards here.
Trapdoors:A character who searches the platform (DC 20
Perception) notices that some of the patches of webbing conceal
hidden trapdoors. These doors are held shut by masses of
webbing, and each requires a DC 23 Strength check to wrench
open, or 15 points of damage (hardness 5) to smash through.
Columns: As noted previously, the chasms two massive
columns have been hollowed out to create a series of vertical
tunnels for the spider-eye goblins. Characters of Medium
size may find these tunnels uncomfortably tight, but they are
able to squeeze through. Larger characters cannot fit into thecolumn tunnels.
Note that characters who enter the tunnels here will have
bypassed the grim puppeteer guardians above, but those spiders
are quite cunning, and if they sense a disturbance in the columns
below, they may move downward to investigate. Failing that,
they may be lying in wait for the PCs to come back up through
the columns.
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SPIDEREYE GOBLIN CR 1/2
XP200
NE Small monstrous humanoid (goblinoid)
Init+2; Sensesall-around vision, darkvision 60 ft.;Perception +8
DEFENSE
AC15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1size)
hp5 (1d10)
Fort+0, Ref+4, Will+2
Defensive Abilitiesall-around vision
OFFENSESpd30 ft., climb 20 ft.
Melee4 claws +4 (1d3), bite +4 (1d3 plus poison)
Rangeddart +4 (1d3)
STATISTICS
Str11, Dex14, Con10, Int8, Wis11, Cha9
BaseAtk+1; CMB+0; CMD12 (14 vs. trip)
FeatsWeapon Finesse
SkillsAcrobatics +3, Climb +8, Perception +8, Ride +4,Stealth +8, Survival +4; Racial Modifiers+4 Perception,+2 Ride, +2 Stealth
LanguagesGoblin
Gear4 darts
SPECIAL ABILITIES
Poison (Ex)Biteinjury; saveFort DC 10; frequency1/round for 4 rounds; effect1d2 Dex; cure1 save.
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If the player characters make enough of a commotion as they
approach or pass through the guard post level, it is entirely
possible that the goblin guards will have sent a runner below
to warn the tribethat is the guards role, after all.
This is the main living area of the goblin tribe: a huge,
metal-walled space dominated by an immense pile of boulders
honeycombed with narrow passages. If the players have not
already guessed it, the upper levels of the Chasm were largely
unpatrolled and left to the wild chasm spiders. The PCs
have now pushed through what amounted to a passive early
warning system and are now in a heavily engineered maze,the result of long term, deliberate engineering by titanspawn
who clearly do not wish to receive guests and for whom the
art of ambushing is not only a survival skill but a religious
imperative.
Every goblin and spider from this point on will be actively
and intelligently working to distract, disorient, and dispatch
the party.
Assuming the PCs look down into this area from above
and have a light source bright enough, read the following:
Pausing briefly to look down, you see only darkness with occasionalreflected glints far below. By that evidence and the cavernous sound,
youd guess that the space below is vast, perhaps 100 feet or more
down. The only light is your own, although a dim radiance reflects
from the metallic walls themselves. If there are torches lit below,
you cannot see them.
Through drapes of spider webs, you can see that the walls are made
of the same iron as the walls of the checkpoint above. While the
subtle metallic tang you noticed earlier still permeates the air, the
rank odor of goblinoids combines with the dry, foul stench of their
pet spiders to overpower your nostrils.
You can see some knotted spider silk ropes nearby that dangle
down into the darkness below. As above, the entirety of the upper
chamber is filled with thick layers of webs. These pulse and shift
occasionally, suggesting the movement of the grotesque spiders
within them.
From below, you hear a mix of primitive chittering and Goblin-
tongue.
Amid the boulders below, many small, irregular sleeping
chambers have been fashioned between the fallen and partially
hewn stones, wherever space permits. The children and other
noncombatant members of the tribe hide within these crevices,
ready to clamber out through the roof passage and escape into
the chasm. Several giant wolf spiders are trained to aid in just
these sorts of evacuations, and those bearing precious young
goblins avoid combat unless attacked directly.
Goblin Defense
The combat-ready adults and warriors of the tribe harry
intruders with darts and javelins as they descend. The descentfrom the guard level to the tip of the boulder pile below is
75 feet in total.
In order to climb down to the top of the boulder mound
using the goblins knotted ropes, the PCs must make DC 5
Climb checks. While climbing, characters lose their Dexterity
bonus to AC (if any) and cannot use shields. If a character
takes damage while climbing, she must make a new DC 5
Climb check to avoid falling.
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RAIDMASTER CR 2
XP600
NE Small monstrous humanoid (goblinoid)
Male spider-eye goblin ranger 2Init+2; Sensesall-around vision, darkvision 60 ft.;Perception +9
DEFENSE
AC17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2natural, +1 size)
hp19 (3d10+3)
Fort+4, Ref+7, Will+2
Defensive Abilitiesall-around vision
OFFENSE
Spd30 ft., climb 20 ft.
Melee4 claws +7 (1d3+1), bite +6 (1d3+1 plus poison)
Rangedjavelin +6 (1d4+1)Special Attacksfavored enemy +2 (human)
STATISTICS
Str13, Dex14, Con12, Int7, Wis11, Cha6
BaseAtk+3; CMB+3; CMD15 (17 vs. trip)
FeatsMounted CombatB, Weapon Finesse, WeaponFocus (claw)
SkillsAcrobatics +7, Climb +13, Perception +9, Ride +9,Stealth +12, Survival +5 (+6 tracking); Racial Modifiers+4 Perception, +2 Ride, +2 Stealth
LanguagesGoblin
SQtrack +1, wild empathy +1 (vermin, not animals)
Gearleather armor, 2 javelinsSPECIAL ABILITIES
Poison (Ex)Biteinjury; saveFort DC 12; frequency1/round for 4 rounds; effect1d2 Dex; cure1 save.
SPIDEREYE GOBLIN WARRIOR CR 1
XP400
NE Small monstrous humanoid (goblinoid)
Male or female spider-eye goblin warrior 1Init+2; Sensesall-around vision, darkvision 60 ft.;Perception +8
DEFENSE
AC15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1size)
hp13 (2d10+2)
Fort+3, Ref+4, Will+2
Defensive Abilitiesall-around vision
OFFENSE
Spd30 ft., climb 20 ft.
Melee4 claws +5 (1d3+1), bite +5 (1d3+1 plus poison)
Rangedjavelin +5 (1d4+1)STATISTICS
Str13, Dex14, Con12, Int6, Wis11, Cha7
BaseAtk+2; CMB+2; CMD14 (16 vs. trip)
FeatsWeapon Finesse
SkillsClimb +13, Perception +8, Ride +8, Stealth +12;Racial Modifiers+4 Perception, +2 Ride, +2 Stealth
LanguagesGoblin
Gear4 javelins
SPECIAL ABILITIES
Poison (Ex)Biteinjury; saveFort DC 12; frequency1/round for 4 rounds; effect1d2 Dex; cure1 save.
Note that, while descending, the PCs do not enjoy the same
protection from falling damage here that was afforded them
by the copious amount of webbing in the Upper Chasm.
Here, the webbing hangs only in the uppermost sections of
the cavern, on the bottom side of the guard platform.
Aside from taking falling damage, a character who fallsassuming he or she survivesis also separated from the main
group by a considerable distance and thus vulnerable to being
swarmed by goblins.
The value of afeather fallspell here cannot be overstated,
and a good GM might even suggest to the players that taking
the time to prepare for the descent is a wise choice. But there
is danger in landing safely, yet alone, among a dozen or so
goblins as well.
Encounter Level 5 (XP 2,200)
Raidmaster (1): hp 15
Spider-eye goblin warrior (1): hp 14
Spider-eye goblins (6): hp 8, 8, 8, 6, 4, 4
Keep careful track of what goblins survive here, for they
will assault the PCs again soon.
Once the PCs make it all the way down to the floor of the
chamber, the remaining goblins retreat to the tunnels, hopingto draw the PCs in after them.
Great Goblin Mound
The great mound in which the majority of the tribe dwells
takes up almost the entirety of the lower floor of the cavern,
rising nearly 50 feet from the floor at its highest point. It is
made up not only of massive boulders, but other smaller rocks
from the chasm and pieces of debris and detritus the spider-
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SPIDEREYE GOBLIN CR 1/2
XP200
NE Small monstrous humanoid (goblinoid)
Init+2; Sensesall-around vision, darkvision 60 ft.;Perception +8
DEFENSE
AC15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
hp5 (1d10)
Fort+0, Ref+4, Will+2
Defensive Abilitiesall-around vision
OFFENSE
Spd30 ft., climb 20 ft.
Melee4 claws +4 (1d3), bite +4 (1d3 plus poison)
Rangeddart +4